////////////////////////////////////////////////////////////////////////////////
//                                                                            //
//                           BailterRay                                       //
//                    Pip Robbins & Zhao Zhang                                //
//                                                                            //
////////////////////////////////////////////////////////////////////////////////
class BailterRayWeap_ControlBox extends UTWeapon;

simulated function DrawWeaponCrosshair( Hud HUD )
{

}

simulated function Projectile ProjectileFire()
{
	return none;
}

simulated function InstantFire()
{

}

defaultproperties
{

   ShotCost(0)=0
   ShotCost(1)=1000
   FireInterval(0)=0.9
   FireInterval(1)=0.2
   WeaponRange=400
   WeaponFireAnim(1)= none

   WeaponFireSnd(0)=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_EjectReadyBeep_Cue'

   AttachmentClass=class'BailterRay.BailterRayAttachment_ControlBox'

   Begin Object Name=FirstPersonMesh
      SkeletalMesh=SkeletalMesh'BailterRayControlBox.ControlBox'
   End Object
   Mesh=FirstPersonMesh

   Begin Object Name=PickupMesh
      SkeletalMesh=SkeletalMesh'BailterRay_RayGun.RayGun'
   End Object
   DroppedPickupMesh=PickupMesh
   PickupFactoryMesh=PickupMesh

   name="Default__BailterRay_ControlBox"
   ObjectArchetype=UTWeapon'UTGame.Default__UTWeapon'

}